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I can adjust to not acheiving game’s “airport of the year award”. There’s mentioned that average rating affects "amount of traffic your airport receives and who wants to do business with you." I understand this exactly otherwise as you explained, now… Nevertheless, this information I like very much - but it conflicts with information, written ingame. And this is interesting to me as it instead allows for building different airports that serve different purposes, airports that are big and focused only on passenger traffic or airports that are medium sized but includes everything and able to win airport of the year. A player can still run an airport without GA and have no negative impacts on any other parts of the game as airline and business, passenger and security are completely decoupled from the GA rating - just not win the airport of the year award. And those are fine questions, if the game is a sandbox simulator, which Airport CEO is not. Otherwise we open ourselves up to strange discussions regarding what the purpose of GA is beyond the initial stages of the game, what the purpose of a rating system is at all and why the game even would pose a challenge to a player. I’m open to disabling the score if you disable GA traffic, but then the maximum airport rating should be limited to 75%. However, I do believe that the ultimate airport in Airport CEO, one that is worthy of an airport of the year award and that has a 100% rating, is comprised of a GA section. … we’re going to balance things and make sure that they impact stuff purposefully without routing everyone down the same game path. This is the first public iteration and contains several bugs with a big impact, let us fix those first and then we can get together and discuss how… That said, this particular discussion was centered around GA infra quality and GA rating and as I’ve mentioned a few times and which you also brought up: We haven’t changed any approach but we’re done implementing stuff without at least some form of purpose and as we finish the game, if something is completely without function it’s either going to get one or get axed. For avid players who’s been with us from the start it’s been easy to understand that baggage, for example, has just been more or less eye candy but for all the other players we see, the new ones, everything that’s available in Alpha 33 but without purpose is difficult to understand. The philosophy behind Alpha 34 is making sure that stuff has a purpose, an impact and a place. Well… ACEO never wanted to be a game, forcing it’s players into any certain gameplay… And like everything else, the number of flights limited are up for discussion as they are guesstimates and can be balanced. While I of course can understand the criticism of the “simple” limitation the ATCT size, we argue that it’s a fair trade off between making sure that ATCT sizes have a purpose but also easy enough for everyone to understand.
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Remember that we do not only have you CEO pros who hang out at this forum to cater to but also new and aspiring CEOs who don’t know the full ins and outs of an airport.
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I agree, but that would be a nightmare to communicate to a new player both from a game play and UI aspect but also I would be unsure of how to properly implement it from a code perspective. Instead I would suggest restricting the max amount of active runways depending on tower size, and restrict the max amount of aircraft taxiing and in the traffic pattern depending on size.įor instance, a small tower can only handle 1 active runway, 5 aircraft in pattern, and 8 aircraft taxiing.